attribute vec3 a_posL;
attribute vec3 a_normalL;
attribute vec2 a_uv;

uniform mat4 wvpMatrix;
uniform mat4 matrix;

varying vec3 v_normal;
varying vec3 v_lightDirection;
varying vec2 v_uv;
varying vec3 v_pos;
 
void main(void)
{
	vec4 posL = vec4(a_posL, 1.0);
	gl_Position = wvpMatrix * posL;	
	v_normal = normalize(matrix * vec4(a_normalL, 0.0)).xyz;
	v_uv = a_uv;
	v_pos = (matrix * vec4(a_posL, 1.0)).xyz;
}